@Ruz: Try multiply your spec power texture by a constant, 100, 200, 1000... etc, until you get the range you want. EDIT: So: a pure white pixel X 500 = 500 spec power. a pure black pixel X 500 = 0 spec power. a 50% gray pixel X 500 = 250 spec power. The trick is just figuring out what values you want your end result spec…
Basically, the gloss map is the intensity of the spec map. Generally, it will make your spec have a slightly more "wet" feel to it. You use your spec to determine what areas receive specular highlights, and the gloss map to adjust how intense it is. How glossy the spec map is. A very glossy model has very sharp specular…
added some phong specular lighting to a normal mapped camera facing shader. the top and bottom spheres are actual spheres for reference all the others are just quads which in reality looks like... though enlarged somewhat. something a bit more subtle... probably not that subtle :) without the phong spec....
I'm working for a company that uses spec/gloss over metallic/roughness. Set up my shader, added my spec/gloss maps, but it appears that when I add materials and smart materials I can't get them to show the base color in material preview. It works in base color solo mode, but not material. How do I toggle the visibility?
I think you have your Spec the wrong tints. Metal tends to have (pending on the coat or lack of coat of paint) either inverted hue of the diffuse in the Spec or 1:1 color value in the Spec, while wood will be white or inverted pending on what you want it to read (currently it's reading out as copper due to the spec). Also,…